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library / src / main / java / org / distorted / library / DistortedOutputSurface.java @ b28c6c21

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class DistortedOutputSurface extends DistortedSurface implements DistortedSlave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    DistortedEffectsPostprocess dep;
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    Job(int t, DistortedNode n, DistortedEffectsPostprocess d)
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      {
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      type = t;
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      node = n;
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      dep  = d;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  DistortedFramebuffer[] mBuffer;
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT;
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    mBuffer = new DistortedFramebuffer[EffectQuality.LENGTH];
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createBuffers()
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    {
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    float mipmap=1.0f;
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES30.glStencilMask(0xff);
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    GLES30.glDepthMask(true);
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    GLES30.glColorMask(true,true,true,true);
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    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES30.glClearDepthf(1.0f);
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    GLES30.glClearStencil(0);
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j].setAsOutput();
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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(int quality, long currTime)
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    {
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    DistortedFramebuffer buffer = mBuffer[quality];
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    GLES30.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    GLES30.glDisable(GLES30.GL_STENCIL_TEST);
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    GLES30.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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    // clear buffers
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    GLES30.glStencilMask(0xff);
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    GLES30.glDepthMask(true);
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    GLES30.glColorMask(true,true,true,true);
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    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES30.glClearDepthf(1.0f);
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    GLES30.glClearStencil(0);
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    buffer.setAsOutput();
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    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[1], 0);
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    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
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    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[0], 0);
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    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer and merge it.
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  int renderChildren(long time, int num, ArrayList<DistortedNode> children)
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    {
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    int numRenders = 0;
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    DistortedNode child1, child2;
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    DistortedEffectsPostprocess lastP=null, currP;
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    long lastB=0, currB;
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    int bucketChange=0;
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    int lastQ=0, currQ;
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    for(int i=0; i<num; i++)
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      {
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      child1 = children.get(i);
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      currP = child1.getEffectsPostprocess();
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      currB = currP==null ? 0 : currP.getBucket();
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      currQ = currP==null ? 0 : currP.getQuality();
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      if( currB==0 ) numRenders += child1.draw(time,this);
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      else
252
        {
253
        if( mBuffer[0]==null ) createBuffers();
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255
        if( lastB!=currB )
256
          {
257
          if( lastB!=0 )
258
            {
259
            for(int j=bucketChange; j<i; j++)
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              {
261
              child2 = children.get(j);
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              numRenders += child2.markStencilAndDepth(time,mBuffer[lastQ],lastP);
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              }
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265
            numRenders += lastP.postprocess(time, this);
266
            numRenders += blitWithDepth(lastQ,time);
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            }
268

    
269
          bucketChange = i;
270
          }
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        numRenders += child1.draw(time,mBuffer[currQ]);
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274
        if( i==num-1 )
275
          {
276
          for(int j=bucketChange; j<num; j++)
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            {
278
            child2 = children.get(j);
279
            numRenders += child2.markStencilAndDepth(time,mBuffer[currQ],currP);
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            }
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282
          numRenders += currP.postprocess(time,this);
283
          numRenders += blitWithDepth(currQ,time);
284
          }
285
        }
286

    
287
      lastQ = currQ;
288
      lastP = currP;
289
      lastB = currB;
290
      }
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292
    return numRenders;
293
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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297
  void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
298
    {
299
    mJobs.add(new Job(t,n,d));
300
    }
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302
///////////////////////////////////////////////////////////////////////////////////////////////////
303

    
304
  void setAsOutput()
305
    {
306
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
307
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
311
///////////////////////////////////////////////////////////////////////////////////////////////////
312
/**
313
 * Draws all the attached children to this OutputSurface.
314
 * <p>
315
 * Must be called from a thread holding OpenGL Context.
316
 *
317
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
318
 * @return Number of objects rendered.
319
 */
320
  public int render(long time)
321
    {
322
    // change tree topology (attach and detach children)
323
/*
324
    boolean changed1 =
325
*/
326
    DistortedMaster.toDo();
327
/*
328
    if( changed1 )
329
      {
330
      for(int i=0; i<mNumChildren; i++)
331
        {
332
        mChildren.get(i).debug(0);
333
        }
334

    
335
      DistortedNode.debugMap();
336
      }
337
*/
338
    // create and delete all underlying OpenGL resources
339
    // Watch out: FIRST change topology, only then deal
340
    // with OpenGL resources. That's because changing Tree
341
    // can result in additional Framebuffers that would need
342
    // to be created immediately, before the calls to drawRecursive()
343
/*
344
    boolean changed2 =
345
*/
346
    toDo();
347
/*
348
    if( changed2 )
349
      {
350
      DistortedObject.debugLists();
351
      }
352
*/
353
    // mark OpenGL state as unknown
354
    DistortedRenderState.reset();
355

    
356
    int numRenders=0;
357

    
358
    for(int i=0; i<mNumChildren; i++)
359
      {
360
      numRenders += mChildren.get(i).renderRecursive(time);
361
      }
362

    
363
    setAsOutput(time);
364
    numRenders += renderChildren(time,mNumChildren,mChildren);
365

    
366
    if( Distorted.mDebugLevel!=0 && this instanceof DistortedScreen )
367
      {
368
      Distorted.mDebug.renderFPS(time,this);
369
      }
370

    
371
    return numRenders;
372
    }
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374
///////////////////////////////////////////////////////////////////////////////////////////////////
375
/**
376
 * Bind this Surface as a Framebuffer we can render to.
377
 *
378
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
379
 *             out if this is the first time during present frame that this FBO is being set as output.
380
 *             If so, the library, in addition to binding the Surface for output, also clears the
381
 *             Surface's color and depth attachments.
382
 */
383
  public void setAsOutput(long time)
384
    {
385
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
386

    
387
    if( mTime!=time )
388
      {
389
      mTime = time;
390
      DistortedRenderState.colorDepthStencilOn();
391
      GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
392
      GLES30.glClearDepthf(mClearDepth);
393
      GLES30.glClearStencil(mClearStencil);
394
      GLES30.glClear(mClear);
395
      }
396
    }
397

    
398
///////////////////////////////////////////////////////////////////////////////////////////////////
399
/**
400
 * Set mipmap level.
401
 * <p>
402
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
403
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
404
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
405
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
406
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
407
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
408
 * <p>
409
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
410
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
411
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
412
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
413
 *
414
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
415
 *               does not make any sense (that would result in loss of speed and no gain in quality)
416
 */
417
  public void setMipmap(float mipmap)
418
    {
419
    mMipmap = mipmap;
420
    }
421

    
422
///////////////////////////////////////////////////////////////////////////////////////////////////
423
/**
424
 * Set the (R,G,B,A) values of GLES30.glClearColor() to set up color with which to clear
425
 * this Surface at the beginning of each frame.
426
 *
427
 * @param r the Red component. Default: 0.0f
428
 * @param g the Green component. Default: 0.0f
429
 * @param b the Blue component. Default: 0.0f
430
 * @param a the Alpha component. Default: 0.0f
431
 */
432
  public void glClearColor(float r, float g, float b, float a)
433
    {
434
    mClearR = r;
435
    mClearG = g;
436
    mClearB = b;
437
    mClearA = a;
438
    }
439

    
440
///////////////////////////////////////////////////////////////////////////////////////////////////
441
/**
442
 * Uses glClearDepthf() to set up a value with which to clear
443
 * the Depth buffer of our Surface at the beginning of each frame.
444
 *
445
 * @param d the Depth. Default: 1.0f
446
 */
447
  public void glClearDepthf(float d)
448
    {
449
    mClearDepth = d;
450
    }
451

    
452
///////////////////////////////////////////////////////////////////////////////////////////////////
453
/**
454
 * Uses glClearStencil() to set up a value with which to clear the
455
 * Stencil buffer of our Surface at the beginning of each frame.
456
 *
457
 * @param s the Stencil. Default: 0
458
 */
459
  public void glClearStencil(int s)
460
    {
461
    mClearStencil = s;
462
    }
463

    
464
///////////////////////////////////////////////////////////////////////////////////////////////////
465
/**
466
 * Which buffers to Clear at the beginning of each frame?
467
 * <p>
468
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
469
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
470
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
471
 *
472
 * @param mask bitwise OR of BUFFER_BITs to clear.
473
 */
474
  public void glClear(int mask)
475
    {
476
    mClear = mask;
477
    }
478

    
479
///////////////////////////////////////////////////////////////////////////////////////////////////
480
/**
481
 * Create new Projection matrix.
482
 *
483
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
484
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
485
 * @param near Distance between the screen plane and the near plane.
486
 *             Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
487
 *             pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
488
 */
489
  public void setProjection(float fov, float near)
490
    {
491
    if( fov < 180.0f && fov >=0.0f )
492
      {
493
      mFOV = fov;
494
      }
495

    
496
    if( near<   1.0f && near> 0.0f )
497
      {
498
      mNear= near;
499
      }
500
    else if( near<=0.0f )
501
      {
502
      mNear = 0.01f;
503
      }
504
    else if( near>=1.0f )
505
      {
506
      mNear=0.99f;
507
      }
508

    
509
    createProjection();
510
    }
511

    
512
///////////////////////////////////////////////////////////////////////////////////////////////////
513
/**
514
 * Resize the underlying Framebuffer.
515
 * <p>
516
 * This method can be safely called mid-render as it doesn't interfere with rendering.
517
 *
518
 * @param width The new width.
519
 * @param height The new height.
520
 */
521
  public void resize(int width, int height)
522
    {
523
    if( mWidth!=width || mHeight!=height )
524
      {
525
      mWidth = width;
526
      mHeight= height;
527

    
528
      createProjection();
529

    
530
      if( mColorCreated==CREATED )
531
        {
532
        markForCreation();
533
        recreate();
534
        }
535
      }
536
    }
537

    
538
///////////////////////////////////////////////////////////////////////////////////////////////////
539
/**
540
 * Return true if the Surface contains a DEPTH attachment.
541
 *
542
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
543
 */
544
  public boolean hasDepth()
545
    {
546
    return mDepthStencilCreated==CREATED;
547
    }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550
/**
551
 * Return true if the Surface contains a STENCIL attachment.
552
 *
553
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
554
 */
555
  public boolean hasStencil()
556
    {
557
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
558
    }
559

    
560
///////////////////////////////////////////////////////////////////////////////////////////////////
561
/**
562
 * Adds a new child to the last position in the list of our Surface's children.
563
 * <p>
564
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
565
 * DistortedMaster (by calling doWork())
566
 *
567
 * @param node The new Node to add.
568
 */
569
  public void attach(DistortedNode node)
570
    {
571
    mJobs.add(new Job(ATTACH,node,null));
572
    DistortedMaster.newSlave(this);
573
    }
574

    
575
///////////////////////////////////////////////////////////////////////////////////////////////////
576
/**
577
 * Adds a new child to the last position in the list of our Surface's children.
578
 * <p>
579
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
580
 * DistortedMaster (by calling doWork())
581
 *
582
 * @param surface InputSurface to initialize our child Node with.
583
 * @param effects DistortedEffects to initialize our child Node with.
584
 * @param mesh MeshObject to initialize our child Node with.
585
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
586
 */
587
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
588
    {
589
    DistortedNode node = new DistortedNode(surface,effects,mesh);
590
    mJobs.add(new Job(ATTACH,node,null));
591
    DistortedMaster.newSlave(this);
592
    return node;
593
    }
594

    
595
///////////////////////////////////////////////////////////////////////////////////////////////////
596
/**
597
 * Removes the first occurrence of a specified child from the list of children of our Surface.
598
 * <p>
599
 * A bit questionable method as there can be many different Nodes attached as children, some
600
 * of them having the same Effects but - for instance - different Mesh. Use with care.
601
 * <p>
602
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
603
 * DistortedMaster (by calling doWork())
604
 *
605
 * @param effects DistortedEffects to remove.
606
 */
607
  public void detach(DistortedEffects effects)
608
    {
609
    long id = effects.getID();
610
    DistortedNode node;
611
    boolean detached = false;
612

    
613
    for(int i=0; i<mNumChildren; i++)
614
      {
615
      node = mChildren.get(i);
616

    
617
      if( node.getEffects().getID()==id )
618
        {
619
        detached = true;
620
        mJobs.add(new Job(DETACH,node,null));
621
        DistortedMaster.newSlave(this);
622
        break;
623
        }
624
      }
625

    
626
    if( !detached )
627
      {
628
      // if we failed to detach any, it still might be the case that
629
      // there's an ATTACH job that we need to cancel.
630
      int num = mJobs.size();
631
      Job job;
632

    
633
      for(int i=0; i<num; i++)
634
        {
635
        job = mJobs.get(i);
636

    
637
        if( job.type==ATTACH && job.node.getEffects()==effects )
638
          {
639
          mJobs.remove(i);
640
          break;
641
          }
642
        }
643
      }
644
    }
645

    
646
///////////////////////////////////////////////////////////////////////////////////////////////////
647
/**
648
 * Removes the first occurrence of a specified child from the list of children of our Surface.
649
 * <p>
650
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
651
 * DistortedMaster (by calling doWork())
652
 *
653
 * @param node The Node to remove.
654
 */
655
  public void detach(DistortedNode node)
656
    {
657
    mJobs.add(new Job(DETACH,node,null));
658
    DistortedMaster.newSlave(this);
659
    }
660

    
661
///////////////////////////////////////////////////////////////////////////////////////////////////
662
/**
663
 * Removes all children Nodes.
664
 * <p>
665
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
666
 * DistortedMaster (by calling doWork())
667
 */
668
  public void detachAll()
669
    {
670
    mJobs.add(new Job(DETALL,null,null));
671
    DistortedMaster.newSlave(this);
672
    }
673

    
674
///////////////////////////////////////////////////////////////////////////////////////////////////
675
/**
676
 * This is not really part of the public API. Has to be public only because it is a part of the
677
 * DistortedSlave interface, which should really be a class that we extend here instead but
678
 * Java has no multiple inheritance.
679
 *
680
 * @y.exclude
681
 */
682
  public void doWork()
683
    {
684
    int num = mJobs.size();
685
    Job job;
686

    
687
    for(int i=0; i<num; i++)
688
      {
689
      job = mJobs.remove(0);
690

    
691
      switch(job.type)
692
        {
693
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
694
                     job.node.setSurfaceParent(this);
695
                     DistortedMaster.addSorted(mChildren,job.node);
696
                     mNumChildren++;
697
                     break;
698
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
699
                       {
700
                       job.node.setSurfaceParent(null);
701
                       mNumChildren--;
702
                       }
703
                     break;
704
        case DETALL: if( mNumChildren>0 )
705
                       {
706
                       DistortedNode tmp;
707

    
708
                       for(int j=mNumChildren-1; j>=0; j--)
709
                         {
710
                         tmp = mChildren.remove(j);
711
                         tmp.setSurfaceParent(null);
712
                         }
713

    
714
                       mNumChildren = 0;
715
                       }
716
                     break;
717
        case SORT  : job.node.setPost(job.dep);
718
                     mChildren.remove(job.node);
719
                     DistortedMaster.addSorted(mChildren,job.node);
720
                     break;
721
        }
722
      }
723
    }
724
}
(10-10/27)